Hello guys
I've set up a blueprint that duplicates a graph instance , alters some params then creates textures for every placed blueprint actor in the scene. this is working splendidly except for the normal map.
here's a shot of the material which has been created at runtime (the textured planet on right) showing the normal map behaving badly

and here's a shot of the same graph showing its offline default output textures - behaving as expected.

i have it set up as described in the documentation, using the provided Switch On EsubChannelType switch node to assign the textures to the dynamically created material -

but although the graph instance generates a perfectly good normal map when not being used at runtime, when the textures are created by the blueprint, the normal map is output as a g8 format grayscale file.
here's the dynamic material which is being created at runtime - note the blank white texture in the normal slot

and here's that texture in the texture previewer -

has anybody had this problem? the internet is drawing a blank on this.
hope you can help. i've included the graph as an attachment here -
i'm using unreal version Version: 4.14.3-3249277+++UE4+Release-4.14 , and i downloaded the substance plugin just a week or so ago so i assume its latest - no idea how to get the version number for that.
the graph was created with substance designer 5